Moregan May 11 @ 5:48am
impaired agriculture
how do i fix this i am playing the flood mission. and i cant get them to produce more food. they have all resources at 100 % water stress is around 13 % most places yet still droping have the improved flood and drought protection and the grow agriculture card is in play.
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Delnar_Ersike May 11 @ 6:15am 
If you're playing without the Unofficial Patch, you'll want to stop sea levels from rising even more: due to an oversight by the original developers, every single sea level rise event reduces your sectors' GDP per worker output, but not their energy, water, or fossil fuel use. As a result, it is entirely possible for you to enter a perpetual downward spiral: the event makes your GDP go down without affecting your other stats, so you increase sector production to match previous GDP levels, but that generates even more emissions and uses up even more resources, causing temperatures to increase and more sea level rise events to trigger.
If you're playing with the Unofficial Patch, the events will still decrease your GDP per worker, but they will also decrease your emissions and resource use per worker as well, so you need not worry about a perpetual spiral coming about.

It is entirely possible that your agricultural GDP is real bad as a result of said sea level and weather events. Besides playing Grow Agriculture, play Subsidize Biochar as well: one of its unwritten effects is that it increases agricultural GDP per worker by 3% every turn. This effect compounds with itself, ie. every turn, the added 3% is applied on top of the value that was already increased by 3% the previous turn. To get an idea how big this is, if you play Subsidize Biochar in a region from 2100 all the way until the end of the game, that region's agricultural GDP per worker will have increased by about 80.61%.
You can also mitigate the effects of sea level rise events by playing migration cards, since they reduce a region's coastal vulnerability stat; this is the stat that is used to calculate how much damage each sea level rise *tick* does to a region, so reducing coastal vulnerability, even before the floods start hitting, can ensure that a region will not be affected as much by sea level rise events.
Moregan May 11 @ 6:26am 
hi thanks for the responce i am not playing with the unofficial patch. i think the flood is the hardst mission so far i have beaten all the other missions. how did you do it ?
Delnar_Ersike May 11 @ 6:08pm 
Originally posted by Moregan:
hi thanks for the responce i am not playing with the unofficial patch. i think the flood is the hardst mission so far i have beaten all the other missions. how did you do it ?
First, keep starting a new game until you find one whose setup seems to be good. Random events will trigger during the first 100 years of autoplay, and since the game generates a new random seed every time it is restarted, you'll have a different initial setup each time.
Once that's done, immediately play Acquire Quantum Computing in all regions, followed up with Flood Protection, Wildfire Protection, and Subsidize Biochar. In areas with higher water stress, play Vegetarian Revolution. If you're still having water problems, play Organic Farming. Check to see if you can speed up Super-Smartgrids by playing Infotech Research (ie. that having an extra 2 years of research for your leader will make it unlock at least one turn earlier); since you only need Super-Smartgrids for all Tier 3 Renewables if you're playing without the Unofficial Patch, exploit this oversight and play Commit to Renewables only once you've gotten Super-Smartgrids up. If you have the spare cash, try to get the Space Solar Array, as it is incredibly imbalanced without the Unofficial Patch, basically solving all your energy problems in a single turn.
Subsidize Biochar should be played every single turn; Grow Agriculture should be played in regions with food per capita below 500, but otherwise you should be playing Grow Commerce instead unless you're in danger of triggering a Financial Collapse (Commerce GDP is more than two times agricultural and industrial GDP combined). Make sure all regions have open borders to immigrants, and if certain regions are getting an influx of migrants, playing integration program should make the issue solve itself (though if all regions have borders open to migrants, you shouldn't even have a single region getting all the migrants, the Oceania will still show a high % simply due to its low population). Since sea level rise events are only related to temperature, getting emissions down is still a priority, though only a secondary one; as such, Artificial Trees is still incredibly useful, as are the Regs. cards (you'll need to be playing Cap and Trade for them to unlock if you aren't playing with the Unofficial Patch).
Moregan May 11 @ 10:42pm 
hi thanks again completed it last night with 9.9 million deats just 30 thusind from falling :P went back and tried it the way you write it and won with only 3.3 million alot better thanks. think i will try completting the game with the unofficial patch 0.52 is the newest right ?
Delnar_Ersike May 12 @ 1:50am 
Originally posted by Moregan:
hi thanks again completed it last night with 9.9 million deats just 30 thusind from falling :P went back and tried it the way you write it and won with only 3.3 million alot better thanks. think i will try completting the game with the unofficial patch 0.52 is the newest right ?
Yup; I'm currently working on two big areas for the next version of the Unofficial Patch, but the systems' innate complexities coupled with university exams and my newfound interest toward Europa Universalis 4 mean it's not going to get a new version anytime soon.
Moregan May 12 @ 11:03am 
aswome work i realy like the patch so far too bad that you dont have time for more right now would realy like too see how far you can go with this. if you do deside do pick up where you left some time in the future would you be able to fix the resource system works ? its pretty stupid that a region can have a shortage of a resource like gas that russia has a ton of because the rest of the world lacks it. it should be somthing like production then consumption then if demand is met / not met. then it should be import / export to met demand dont you agree ?
Delnar_Ersike May 12 @ 11:54pm 
The resouce system is primarily governed by C++ code that I do not have access to, so I sadly cannot change it.
Moregan May 13 @ 6:52am 
okay i do have some notes though. when a region gets 4 gen nuclar its starts to convert by it self even though there is a card thats says convert to 4 gen nuclar is that a bug. i like that you can expand uranium produktion realy missed that in the orginal. there is still the energy mix bug where you could have 66% gas and 0 % coal and oil and 15% uranium and 4% renewerbale. i sadly ended up uninstalling the mod because i keept getting a bug where all my cards keept disappering
Delnar_Ersike May 13 @ 10:40am 
Originally posted by Moregan:
okay i do have some notes though. when a region gets 4 gen nuclar its starts to convert by it self even though there is a card thats says convert to 4 gen nuclar is that a bug. i like that you can expand uranium produktion realy missed that in the orginal. there is still the energy mix bug where you could have 66% gas and 0 % coal and oil and 15% uranium and 4% renewerbale. i sadly ended up uninstalling the mod because i keept getting a bug where all my cards keept disappering
The passive conversion is rather slow; if you play the card, it will double the overall conversion speed. This is intentional, since the passive conversion process is slower than if you played Commit to Nuclear in the unmodded game, even if it is ten times more effective.
The energy mix bug is likely a part of the energy calculation systems, which, once again, is locked away in the C++ code, so I cannot modify it.
I have never encountered the card-disappearing bug before, nor have I had anyone else report about it. If it's caused by what I think might be causing it, simply restoring the original modules.zip should be enough to keep it from happening, though you'll lose out on a lot of the mod's UI features (eg. the better main menu carousel, the updated tips, a proper representation of the altered tech tree in the tech tree page, viewable migrant stats in missions outside of the usual three, decreased font size for news events, etc.). You will still get all of the card- and event-related bugfixes and modifications though.
Moregan May 14 @ 9:30pm 
okay i will try that thanks
btw do you know what causes water stress ? does high toxsity effect that ?
Last edited by Moregan; May 14 @ 11:06pm
Delnar_Ersike May 15 @ 1:01am 
Originally posted by Moregan:
okay i will try that thanks
btw do you know what causes water stress ? does high toxsity effect that ?
Water is a resource, just like electricity, oil, gas, etc. However, both its reserves, its mining speed, and its consumption are hidden from the UI (there are actually two types of reserves, fossil water and fresh water, but they both get converted to water during extraction, the same way hard coal and soft coal both get converted into coal). Instead, if water consumption of a region starts nearing water production, you get water stress, which temporarily lowers the agricultural GDP and capital index depending on whether it is high enough (it lowers all sector GDP if it's really high). Since more than 90% of water consumption comes from agriculture, lowering agricultural water use is the best way to deal with water stress.
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